|Art by Sidney Sime - Public Domain|
Simerians, often referred to as Ghost Walkers, are a dangerous site to see. Much like locusts, they come from seemingly nowhere, descend upon a location, devour all they can and leave. They aren't a conquering force, nor one of destruction, as buildings and such are left more or less intact in their wake. If it weren't for the bones left behind, no one would be able to guess the fate of the prior inhabitants.
It appears that the Ghost Walkers have a 7 year cycle of inactivity, followed by a month or so of feeding, following by 7 more years of no signs, no nothing. Where they are between feeding cycles, no one know but it is assumed that they are either in some form of stasis or another dimension all together. No Ghost Walker has been found alone, in stasis or captured alive so it is all conjecture.
Ghost Walker swarms number from 50 to 500, with the usual number in the 100 to 150 range. Ghost Walker bodies rot quickly in sunlight and few dead specimens have been recovered to study. Apparently needing neither water nor air and immune to extreme temperatures, small swarms have been known to attach themselves to starships for interstellar travel.
Simareans / Ghost Walkers
ARMOR CLASS 4 
HIT DICE 2
TOTAL HIT BONUS + 2
ATTACKS 2 x 1d6 (Claws)
SAVING THROW 17 (immune to fire / cold attacks)
SPECIAL - Hypnotic eyes. Instead of attacking, may use eyes to stun opponent. Save or no actions for 1 round. Save every round after first round until successful to negate effect.
MOVEMENT - 15 Ground
(I'm hoping to get the first Pocket Creature Collection in PDF to Patreon Backers this weekend, with another following in 2 weeks or so. Print copies to the high end backers next weekend if all goes well. Slowly adjusting to my overnight tours ;)